| #include <stdlib.h> |
| #include <stdio.h> |
| #include <string.h> |
| #include <math.h> |
| |
| #include "SDL.h" |
| |
| #ifdef __MACOS__ |
| #define HAVE_OPENGL |
| #endif |
| |
| #ifdef HAVE_OPENGL |
| |
| #include "SDL_opengl.h" |
| |
| /* Undefine this if you want a flat cube instead of a rainbow cube */ |
| #define SHADED_CUBE |
| |
| /* Define this to be the name of the logo image to use with -logo */ |
| #define LOGO_FILE "icon.bmp" |
| |
| /* The SDL_OPENGLBLIT interface is deprecated. |
| The code is still available for benchmark purposes though. |
| */ |
| |
| static SDL_bool USE_DEPRECATED_OPENGLBLIT = SDL_FALSE; |
| |
| static SDL_Surface *global_image = NULL; |
| static GLuint global_texture = 0; |
| static GLuint cursor_texture = 0; |
| |
| /**********************************************************************/ |
| |
| void HotKey_ToggleFullScreen(void) |
| { |
| SDL_Surface *screen; |
| |
| screen = SDL_GetVideoSurface(); |
| if ( SDL_WM_ToggleFullScreen(screen) ) { |
| printf("Toggled fullscreen mode - now %s\n", |
| (screen->flags&SDL_FULLSCREEN) ? "fullscreen" : "windowed"); |
| } else { |
| printf("Unable to toggle fullscreen mode\n"); |
| } |
| } |
| |
| void HotKey_ToggleGrab(void) |
| { |
| SDL_GrabMode mode; |
| |
| printf("Ctrl-G: toggling input grab!\n"); |
| mode = SDL_WM_GrabInput(SDL_GRAB_QUERY); |
| if ( mode == SDL_GRAB_ON ) { |
| printf("Grab was on\n"); |
| } else { |
| printf("Grab was off\n"); |
| } |
| mode = SDL_WM_GrabInput(!mode); |
| if ( mode == SDL_GRAB_ON ) { |
| printf("Grab is now on\n"); |
| } else { |
| printf("Grab is now off\n"); |
| } |
| } |
| |
| void HotKey_Iconify(void) |
| { |
| printf("Ctrl-Z: iconifying window!\n"); |
| SDL_WM_IconifyWindow(); |
| } |
| |
| int HandleEvent(SDL_Event *event) |
| { |
| int done; |
| |
| done = 0; |
| switch( event->type ) { |
| case SDL_ACTIVEEVENT: |
| /* See what happened */ |
| printf( "app %s ", event->active.gain ? "gained" : "lost" ); |
| if ( event->active.state & SDL_APPACTIVE ) { |
| printf( "active " ); |
| } else if ( event->active.state & SDL_APPMOUSEFOCUS ) { |
| printf( "mouse " ); |
| } else if ( event->active.state & SDL_APPINPUTFOCUS ) { |
| printf( "input " ); |
| } |
| printf( "focus\n" ); |
| break; |
| |
| |
| case SDL_KEYDOWN: |
| if ( event->key.keysym.sym == SDLK_ESCAPE ) { |
| done = 1; |
| } |
| if ( (event->key.keysym.sym == SDLK_g) && |
| (event->key.keysym.mod & KMOD_CTRL) ) { |
| HotKey_ToggleGrab(); |
| } |
| if ( (event->key.keysym.sym == SDLK_z) && |
| (event->key.keysym.mod & KMOD_CTRL) ) { |
| HotKey_Iconify(); |
| } |
| if ( (event->key.keysym.sym == SDLK_RETURN) && |
| (event->key.keysym.mod & KMOD_ALT) ) { |
| HotKey_ToggleFullScreen(); |
| } |
| printf("key '%s' pressed\n", |
| SDL_GetKeyName(event->key.keysym.sym)); |
| break; |
| case SDL_QUIT: |
| done = 1; |
| break; |
| } |
| return(done); |
| } |
| |
| void SDL_GL_Enter2DMode() |
| { |
| SDL_Surface *screen = SDL_GetVideoSurface(); |
| |
| /* Note, there may be other things you need to change, |
| depending on how you have your OpenGL state set up. |
| */ |
| glPushAttrib(GL_ENABLE_BIT); |
| glDisable(GL_DEPTH_TEST); |
| glDisable(GL_CULL_FACE); |
| glEnable(GL_TEXTURE_2D); |
| |
| /* This allows alpha blending of 2D textures with the scene */ |
| glEnable(GL_BLEND); |
| glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
| |
| glViewport(0, 0, screen->w, screen->h); |
| |
| glMatrixMode(GL_PROJECTION); |
| glPushMatrix(); |
| glLoadIdentity(); |
| |
| glOrtho(0.0, (GLdouble)screen->w, (GLdouble)screen->h, 0.0, 0.0, 1.0); |
| |
| glMatrixMode(GL_MODELVIEW); |
| glPushMatrix(); |
| glLoadIdentity(); |
| |
| glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); |
| } |
| |
| void SDL_GL_Leave2DMode() |
| { |
| glMatrixMode(GL_MODELVIEW); |
| glPopMatrix(); |
| |
| glMatrixMode(GL_PROJECTION); |
| glPopMatrix(); |
| |
| glPopAttrib(); |
| } |
| |
| /* Quick utility function for texture creation */ |
| static int power_of_two(int input) |
| { |
| int value = 1; |
| |
| while ( value < input ) { |
| value <<= 1; |
| } |
| return value; |
| } |
| |
| GLuint SDL_GL_LoadTexture(SDL_Surface *surface, GLfloat *texcoord) |
| { |
| GLuint texture; |
| int w, h; |
| SDL_Surface *image; |
| SDL_Rect area; |
| Uint32 saved_flags; |
| Uint8 saved_alpha; |
| |
| /* Use the surface width and height expanded to powers of 2 */ |
| w = power_of_two(surface->w); |
| h = power_of_two(surface->h); |
| texcoord[0] = 0.0f; /* Min X */ |
| texcoord[1] = 0.0f; /* Min Y */ |
| texcoord[2] = (GLfloat)surface->w / w; /* Max X */ |
| texcoord[3] = (GLfloat)surface->h / h; /* Max Y */ |
| |
| image = SDL_CreateRGBSurface( |
| SDL_SWSURFACE, |
| w, h, |
| 32, |
| #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
| 0x000000FF, |
| 0x0000FF00, |
| 0x00FF0000, |
| 0xFF000000 |
| #else |
| 0xFF000000, |
| 0x00FF0000, |
| 0x0000FF00, |
| 0x000000FF |
| #endif |
| ); |
| if ( image == NULL ) { |
| return 0; |
| } |
| |
| /* Save the alpha blending attributes */ |
| saved_flags = surface->flags&(SDL_SRCALPHA|SDL_RLEACCELOK); |
| saved_alpha = surface->format->alpha; |
| if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) { |
| SDL_SetAlpha(surface, 0, 0); |
| } |
| |
| /* Copy the surface into the GL texture image */ |
| area.x = 0; |
| area.y = 0; |
| area.w = surface->w; |
| area.h = surface->h; |
| SDL_BlitSurface(surface, &area, image, &area); |
| |
| /* Restore the alpha blending attributes */ |
| if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) { |
| SDL_SetAlpha(surface, saved_flags, saved_alpha); |
| } |
| |
| /* Create an OpenGL texture for the image */ |
| glGenTextures(1, &texture); |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexImage2D(GL_TEXTURE_2D, |
| 0, |
| GL_RGBA, |
| w, h, |
| 0, |
| GL_RGBA, |
| GL_UNSIGNED_BYTE, |
| image->pixels); |
| SDL_FreeSurface(image); /* No longer needed */ |
| |
| return texture; |
| } |
| |
| void DrawLogoCursor(void) |
| { |
| static GLfloat texMinX, texMinY; |
| static GLfloat texMaxX, texMaxY; |
| static int w, h; |
| int x, y; |
| |
| if ( ! cursor_texture ) { |
| SDL_Surface *image; |
| GLfloat texcoord[4]; |
| |
| /* Load the image (could use SDL_image library here) */ |
| image = SDL_LoadBMP(LOGO_FILE); |
| if ( image == NULL ) { |
| return; |
| } |
| w = image->w; |
| h = image->h; |
| |
| /* Convert the image into an OpenGL texture */ |
| cursor_texture = SDL_GL_LoadTexture(image, texcoord); |
| |
| /* Make texture coordinates easy to understand */ |
| texMinX = texcoord[0]; |
| texMinY = texcoord[1]; |
| texMaxX = texcoord[2]; |
| texMaxY = texcoord[3]; |
| |
| /* We don't need the original image anymore */ |
| SDL_FreeSurface(image); |
| |
| /* Make sure that the texture conversion is okay */ |
| if ( ! cursor_texture ) { |
| return; |
| } |
| } |
| |
| /* Move the image around */ |
| SDL_GetMouseState(&x, &y); |
| x -= w/2; |
| y -= h/2; |
| |
| /* Show the image on the screen */ |
| SDL_GL_Enter2DMode(); |
| glBindTexture(GL_TEXTURE_2D, cursor_texture); |
| glBegin(GL_TRIANGLE_STRIP); |
| glTexCoord2f(texMinX, texMinY); glVertex2i(x, y ); |
| glTexCoord2f(texMaxX, texMinY); glVertex2i(x+w, y ); |
| glTexCoord2f(texMinX, texMaxY); glVertex2i(x, y+h); |
| glTexCoord2f(texMaxX, texMaxY); glVertex2i(x+w, y+h); |
| glEnd(); |
| SDL_GL_Leave2DMode(); |
| } |
| |
| void DrawLogoTexture(void) |
| { |
| static GLfloat texMinX, texMinY; |
| static GLfloat texMaxX, texMaxY; |
| static int x = 0; |
| static int y = 0; |
| static int w, h; |
| static int delta_x = 1; |
| static int delta_y = 1; |
| |
| SDL_Surface *screen = SDL_GetVideoSurface(); |
| |
| if ( ! global_texture ) { |
| SDL_Surface *image; |
| GLfloat texcoord[4]; |
| |
| /* Load the image (could use SDL_image library here) */ |
| image = SDL_LoadBMP(LOGO_FILE); |
| if ( image == NULL ) { |
| return; |
| } |
| w = image->w; |
| h = image->h; |
| |
| /* Convert the image into an OpenGL texture */ |
| global_texture = SDL_GL_LoadTexture(image, texcoord); |
| |
| /* Make texture coordinates easy to understand */ |
| texMinX = texcoord[0]; |
| texMinY = texcoord[1]; |
| texMaxX = texcoord[2]; |
| texMaxY = texcoord[3]; |
| |
| /* We don't need the original image anymore */ |
| SDL_FreeSurface(image); |
| |
| /* Make sure that the texture conversion is okay */ |
| if ( ! global_texture ) { |
| return; |
| } |
| } |
| |
| /* Move the image around */ |
| x += delta_x; |
| if ( x < 0 ) { |
| x = 0; |
| delta_x = -delta_x; |
| } else |
| if ( (x+w) > screen->w ) { |
| x = screen->w-w; |
| delta_x = -delta_x; |
| } |
| y += delta_y; |
| if ( y < 0 ) { |
| y = 0; |
| delta_y = -delta_y; |
| } else |
| if ( (y+h) > screen->h ) { |
| y = screen->h-h; |
| delta_y = -delta_y; |
| } |
| |
| /* Show the image on the screen */ |
| SDL_GL_Enter2DMode(); |
| glBindTexture(GL_TEXTURE_2D, global_texture); |
| glBegin(GL_TRIANGLE_STRIP); |
| glTexCoord2f(texMinX, texMinY); glVertex2i(x, y ); |
| glTexCoord2f(texMaxX, texMinY); glVertex2i(x+w, y ); |
| glTexCoord2f(texMinX, texMaxY); glVertex2i(x, y+h); |
| glTexCoord2f(texMaxX, texMaxY); glVertex2i(x+w, y+h); |
| glEnd(); |
| SDL_GL_Leave2DMode(); |
| } |
| |
| /* This code is deprecated, but available for speed comparisons */ |
| void DrawLogoBlit(void) |
| { |
| static int x = 0; |
| static int y = 0; |
| static int w, h; |
| static int delta_x = 1; |
| static int delta_y = 1; |
| |
| SDL_Rect dst; |
| SDL_Surface *screen = SDL_GetVideoSurface(); |
| |
| if ( global_image == NULL ) { |
| SDL_Surface *temp; |
| |
| /* Load the image (could use SDL_image library here) */ |
| temp = SDL_LoadBMP(LOGO_FILE); |
| if ( temp == NULL ) { |
| return; |
| } |
| w = temp->w; |
| h = temp->h; |
| |
| /* Convert the image into the screen format */ |
| global_image = SDL_CreateRGBSurface( |
| SDL_SWSURFACE, |
| w, h, |
| screen->format->BitsPerPixel, |
| screen->format->Rmask, |
| screen->format->Gmask, |
| screen->format->Bmask, |
| screen->format->Amask); |
| if ( global_image ) { |
| SDL_BlitSurface(temp, NULL, global_image, NULL); |
| } |
| SDL_FreeSurface(temp); |
| |
| /* Make sure that the texture conversion is okay */ |
| if ( ! global_image ) { |
| return; |
| } |
| } |
| |
| /* Move the image around |
| Note that we do not clear the old position. This is because we |
| perform a glClear() which clears the framebuffer and then only |
| update the new area. |
| Note that you can also achieve interesting effects by modifying |
| the screen surface alpha channel. It's set to 255 by default.. |
| */ |
| x += delta_x; |
| if ( x < 0 ) { |
| x = 0; |
| delta_x = -delta_x; |
| } else |
| if ( (x+w) > screen->w ) { |
| x = screen->w-w; |
| delta_x = -delta_x; |
| } |
| y += delta_y; |
| if ( y < 0 ) { |
| y = 0; |
| delta_y = -delta_y; |
| } else |
| if ( (y+h) > screen->h ) { |
| y = screen->h-h; |
| delta_y = -delta_y; |
| } |
| dst.x = x; |
| dst.y = y; |
| dst.w = w; |
| dst.h = h; |
| SDL_BlitSurface(global_image, NULL, screen, &dst); |
| |
| /* Show the image on the screen */ |
| SDL_UpdateRects(screen, 1, &dst); |
| } |
| |
| int RunGLTest( int argc, char* argv[], |
| int logo, int logocursor, int slowly, int bpp, float gamma, int noframe, int fsaa, int sync, int accel ) |
| { |
| int i; |
| int rgb_size[3]; |
| int w = 640; |
| int h = 480; |
| int done = 0; |
| int frames; |
| Uint32 start_time, this_time; |
| float color[8][3]= {{ 1.0, 1.0, 0.0}, |
| { 1.0, 0.0, 0.0}, |
| { 0.0, 0.0, 0.0}, |
| { 0.0, 1.0, 0.0}, |
| { 0.0, 1.0, 1.0}, |
| { 1.0, 1.0, 1.0}, |
| { 1.0, 0.0, 1.0}, |
| { 0.0, 0.0, 1.0}}; |
| float cube[8][3]= {{ 0.5, 0.5, -0.5}, |
| { 0.5, -0.5, -0.5}, |
| {-0.5, -0.5, -0.5}, |
| {-0.5, 0.5, -0.5}, |
| {-0.5, 0.5, 0.5}, |
| { 0.5, 0.5, 0.5}, |
| { 0.5, -0.5, 0.5}, |
| {-0.5, -0.5, 0.5}}; |
| Uint32 video_flags; |
| int value; |
| |
| if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) { |
| fprintf(stderr,"Couldn't initialize SDL: %s\n",SDL_GetError()); |
| exit( 1 ); |
| } |
| |
| /* See if we should detect the display depth */ |
| if ( bpp == 0 ) { |
| if ( SDL_GetVideoInfo()->vfmt->BitsPerPixel <= 8 ) { |
| bpp = 8; |
| } else { |
| bpp = 16; /* More doesn't seem to work */ |
| } |
| } |
| |
| /* Set the flags we want to use for setting the video mode */ |
| if ( logo && USE_DEPRECATED_OPENGLBLIT ) { |
| video_flags = SDL_OPENGLBLIT; |
| } else { |
| video_flags = SDL_OPENGL; |
| } |
| for ( i=1; argv[i]; ++i ) { |
| if ( strcmp(argv[i], "-fullscreen") == 0 ) { |
| video_flags |= SDL_FULLSCREEN; |
| } |
| } |
| |
| if (noframe) { |
| video_flags |= SDL_NOFRAME; |
| } |
| |
| /* Initialize the display */ |
| switch (bpp) { |
| case 8: |
| rgb_size[0] = 3; |
| rgb_size[1] = 3; |
| rgb_size[2] = 2; |
| break; |
| case 15: |
| case 16: |
| rgb_size[0] = 5; |
| rgb_size[1] = 5; |
| rgb_size[2] = 5; |
| break; |
| default: |
| rgb_size[0] = 8; |
| rgb_size[1] = 8; |
| rgb_size[2] = 8; |
| break; |
| } |
| SDL_GL_SetAttribute( SDL_GL_RED_SIZE, rgb_size[0] ); |
| SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, rgb_size[1] ); |
| SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, rgb_size[2] ); |
| SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 ); |
| SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); |
| if ( fsaa ) { |
| SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 ); |
| SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, fsaa ); |
| } |
| if ( accel ) { |
| SDL_GL_SetAttribute( SDL_GL_ACCELERATED_VISUAL, 1 ); |
| } |
| if ( sync ) { |
| SDL_GL_SetAttribute( SDL_GL_SWAP_CONTROL, 1 ); |
| } else { |
| SDL_GL_SetAttribute( SDL_GL_SWAP_CONTROL, 0 ); |
| } |
| if ( SDL_SetVideoMode( w, h, bpp, video_flags ) == NULL ) { |
| fprintf(stderr, "Couldn't set GL mode: %s\n", SDL_GetError()); |
| SDL_Quit(); |
| exit(1); |
| } |
| |
| printf("Screen BPP: %d\n", SDL_GetVideoSurface()->format->BitsPerPixel); |
| printf("\n"); |
| printf( "Vendor : %s\n", glGetString( GL_VENDOR ) ); |
| printf( "Renderer : %s\n", glGetString( GL_RENDERER ) ); |
| printf( "Version : %s\n", glGetString( GL_VERSION ) ); |
| printf( "Extensions : %s\n", glGetString( GL_EXTENSIONS ) ); |
| printf("\n"); |
| |
| SDL_GL_GetAttribute( SDL_GL_RED_SIZE, &value ); |
| printf( "SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0],value); |
| SDL_GL_GetAttribute( SDL_GL_GREEN_SIZE, &value ); |
| printf( "SDL_GL_GREEN_SIZE: requested %d, got %d\n", rgb_size[1],value); |
| SDL_GL_GetAttribute( SDL_GL_BLUE_SIZE, &value ); |
| printf( "SDL_GL_BLUE_SIZE: requested %d, got %d\n", rgb_size[2],value); |
| SDL_GL_GetAttribute( SDL_GL_DEPTH_SIZE, &value ); |
| printf( "SDL_GL_DEPTH_SIZE: requested %d, got %d\n", bpp, value ); |
| SDL_GL_GetAttribute( SDL_GL_DOUBLEBUFFER, &value ); |
| printf( "SDL_GL_DOUBLEBUFFER: requested 1, got %d\n", value ); |
| if ( fsaa ) { |
| SDL_GL_GetAttribute( SDL_GL_MULTISAMPLEBUFFERS, &value ); |
| printf("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value ); |
| SDL_GL_GetAttribute( SDL_GL_MULTISAMPLESAMPLES, &value ); |
| printf("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa, value ); |
| } |
| if ( accel ) { |
| SDL_GL_GetAttribute( SDL_GL_ACCELERATED_VISUAL, &value ); |
| printf( "SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value ); |
| } |
| if ( sync ) { |
| SDL_GL_GetAttribute( SDL_GL_SWAP_CONTROL, &value ); |
| printf( "SDL_GL_SWAP_CONTROL: requested 1, got %d\n", value ); |
| } |
| |
| /* Set the window manager title bar */ |
| SDL_WM_SetCaption( "SDL GL test", "testgl" ); |
| |
| /* Set the gamma for the window */ |
| if ( gamma != 0.0 ) { |
| SDL_SetGamma(gamma, gamma, gamma); |
| } |
| |
| glViewport( 0, 0, w, h ); |
| glMatrixMode( GL_PROJECTION ); |
| glLoadIdentity( ); |
| |
| glOrtho( -2.0, 2.0, -2.0, 2.0, -20.0, 20.0 ); |
| |
| glMatrixMode( GL_MODELVIEW ); |
| glLoadIdentity( ); |
| |
| glEnable(GL_DEPTH_TEST); |
| |
| glDepthFunc(GL_LESS); |
| |
| glShadeModel(GL_SMOOTH); |
| |
| /* Loop until done. */ |
| start_time = SDL_GetTicks(); |
| frames = 0; |
| while( !done ) { |
| GLenum gl_error; |
| char* sdl_error; |
| SDL_Event event; |
| |
| /* Do our drawing, too. */ |
| glClearColor( 0.0, 0.0, 0.0, 1.0 ); |
| glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| glBegin( GL_QUADS ); |
| |
| #ifdef SHADED_CUBE |
| glColor3fv(color[0]); |
| glVertex3fv(cube[0]); |
| glColor3fv(color[1]); |
| glVertex3fv(cube[1]); |
| glColor3fv(color[2]); |
| glVertex3fv(cube[2]); |
| glColor3fv(color[3]); |
| glVertex3fv(cube[3]); |
| |
| glColor3fv(color[3]); |
| glVertex3fv(cube[3]); |
| glColor3fv(color[4]); |
| glVertex3fv(cube[4]); |
| glColor3fv(color[7]); |
| glVertex3fv(cube[7]); |
| glColor3fv(color[2]); |
| glVertex3fv(cube[2]); |
| |
| glColor3fv(color[0]); |
| glVertex3fv(cube[0]); |
| glColor3fv(color[5]); |
| glVertex3fv(cube[5]); |
| glColor3fv(color[6]); |
| glVertex3fv(cube[6]); |
| glColor3fv(color[1]); |
| glVertex3fv(cube[1]); |
| |
| glColor3fv(color[5]); |
| glVertex3fv(cube[5]); |
| glColor3fv(color[4]); |
| glVertex3fv(cube[4]); |
| glColor3fv(color[7]); |
| glVertex3fv(cube[7]); |
| glColor3fv(color[6]); |
| glVertex3fv(cube[6]); |
| |
| glColor3fv(color[5]); |
| glVertex3fv(cube[5]); |
| glColor3fv(color[0]); |
| glVertex3fv(cube[0]); |
| glColor3fv(color[3]); |
| glVertex3fv(cube[3]); |
| glColor3fv(color[4]); |
| glVertex3fv(cube[4]); |
| |
| glColor3fv(color[6]); |
| glVertex3fv(cube[6]); |
| glColor3fv(color[1]); |
| glVertex3fv(cube[1]); |
| glColor3fv(color[2]); |
| glVertex3fv(cube[2]); |
| glColor3fv(color[7]); |
| glVertex3fv(cube[7]); |
| #else /* flat cube */ |
| glColor3f(1.0, 0.0, 0.0); |
| glVertex3fv(cube[0]); |
| glVertex3fv(cube[1]); |
| glVertex3fv(cube[2]); |
| glVertex3fv(cube[3]); |
| |
| glColor3f(0.0, 1.0, 0.0); |
| glVertex3fv(cube[3]); |
| glVertex3fv(cube[4]); |
| glVertex3fv(cube[7]); |
| glVertex3fv(cube[2]); |
| |
| glColor3f(0.0, 0.0, 1.0); |
| glVertex3fv(cube[0]); |
| glVertex3fv(cube[5]); |
| glVertex3fv(cube[6]); |
| glVertex3fv(cube[1]); |
| |
| glColor3f(0.0, 1.0, 1.0); |
| glVertex3fv(cube[5]); |
| glVertex3fv(cube[4]); |
| glVertex3fv(cube[7]); |
| glVertex3fv(cube[6]); |
| |
| glColor3f(1.0, 1.0, 0.0); |
| glVertex3fv(cube[5]); |
| glVertex3fv(cube[0]); |
| glVertex3fv(cube[3]); |
| glVertex3fv(cube[4]); |
| |
| glColor3f(1.0, 0.0, 1.0); |
| glVertex3fv(cube[6]); |
| glVertex3fv(cube[1]); |
| glVertex3fv(cube[2]); |
| glVertex3fv(cube[7]); |
| #endif /* SHADED_CUBE */ |
| |
| glEnd( ); |
| |
| glMatrixMode(GL_MODELVIEW); |
| glRotatef(5.0, 1.0, 1.0, 1.0); |
| |
| /* Draw 2D logo onto the 3D display */ |
| if ( logo ) { |
| if ( USE_DEPRECATED_OPENGLBLIT ) { |
| DrawLogoBlit(); |
| } else { |
| DrawLogoTexture(); |
| } |
| } |
| if ( logocursor ) { |
| DrawLogoCursor(); |
| } |
| |
| SDL_GL_SwapBuffers( ); |
| |
| /* Check for error conditions. */ |
| gl_error = glGetError( ); |
| |
| if( gl_error != GL_NO_ERROR ) { |
| fprintf( stderr, "testgl: OpenGL error: %d\n", gl_error ); |
| } |
| |
| sdl_error = SDL_GetError( ); |
| |
| if( sdl_error[0] != '\0' ) { |
| fprintf(stderr, "testgl: SDL error '%s'\n", sdl_error); |
| SDL_ClearError(); |
| } |
| |
| /* Allow the user to see what's happening */ |
| if ( slowly ) { |
| SDL_Delay( 20 ); |
| } |
| |
| /* Check if there's a pending event. */ |
| while( SDL_PollEvent( &event ) ) { |
| done = HandleEvent(&event); |
| } |
| ++frames; |
| } |
| |
| /* Print out the frames per second */ |
| this_time = SDL_GetTicks(); |
| if ( this_time != start_time ) { |
| printf("%2.2f FPS\n", |
| ((float)frames/(this_time-start_time))*1000.0); |
| } |
| |
| if ( global_image ) { |
| SDL_FreeSurface(global_image); |
| global_image = NULL; |
| } |
| if ( global_texture ) { |
| glDeleteTextures( 1, &global_texture ); |
| global_texture = 0; |
| } |
| if ( cursor_texture ) { |
| glDeleteTextures( 1, &cursor_texture ); |
| cursor_texture = 0; |
| } |
| |
| /* Destroy our GL context, etc. */ |
| SDL_Quit( ); |
| return(0); |
| } |
| |
| int main(int argc, char *argv[]) |
| { |
| int i, logo, logocursor = 0; |
| int numtests; |
| int bpp = 0; |
| int slowly; |
| float gamma = 0.0; |
| int noframe = 0; |
| int fsaa = 0; |
| int accel = 0; |
| int sync = 0; |
| |
| logo = 0; |
| slowly = 0; |
| numtests = 1; |
| for ( i=1; argv[i]; ++i ) { |
| if ( strcmp(argv[i], "-twice") == 0 ) { |
| ++numtests; |
| } |
| if ( strcmp(argv[i], "-logo") == 0 ) { |
| logo = 1; |
| USE_DEPRECATED_OPENGLBLIT = SDL_FALSE; |
| } |
| if ( strcmp(argv[i], "-logoblit") == 0 ) { |
| logo = 1; |
| USE_DEPRECATED_OPENGLBLIT = SDL_TRUE; |
| } |
| if ( strcmp(argv[i], "-logocursor") == 0 ) { |
| logocursor = 1; |
| } |
| if ( strcmp(argv[i], "-slow") == 0 ) { |
| slowly = 1; |
| } |
| if ( strcmp(argv[i], "-bpp") == 0 ) { |
| bpp = atoi(argv[++i]); |
| } |
| if ( strcmp(argv[i], "-gamma") == 0 ) { |
| gamma = (float)atof(argv[++i]); |
| } |
| if ( strcmp(argv[i], "-noframe") == 0 ) { |
| noframe = 1; |
| } |
| if ( strcmp(argv[i], "-fsaa") == 0 ) { |
| ++fsaa; |
| } |
| if ( strcmp(argv[i], "-accel") == 0 ) { |
| ++accel; |
| } |
| if ( strcmp(argv[i], "-sync") == 0 ) { |
| ++sync; |
| } |
| if ( strncmp(argv[i], "-h", 2) == 0 ) { |
| printf( |
| "Usage: %s [-twice] [-logo] [-logocursor] [-slow] [-bpp n] [-gamma n] [-noframe] [-fsaa] [-accel] [-sync] [-fullscreen]\n", |
| argv[0]); |
| exit(0); |
| } |
| } |
| for ( i=0; i<numtests; ++i ) { |
| RunGLTest(argc, argv, logo, logocursor, slowly, bpp, gamma, noframe, fsaa, sync, accel); |
| } |
| return 0; |
| } |
| |
| #else /* HAVE_OPENGL */ |
| |
| int main(int argc, char *argv[]) |
| { |
| printf("No OpenGL support on this system\n"); |
| return 1; |
| } |
| |
| #endif /* HAVE_OPENGL */ |